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  #71  
Old October 25th, 2007, 01:29 PM

cnorsl cnorsl is offline
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Default Re: Mod: Even Weirder Worlds *** Now 1.00

Ah, I missed the part about about stealing an item. I thought you wanted to use THIF on the combobulator itself.

Would it be possible to make a one time use version of it via a special quest like you did for the cambrian egg?

edit: Actually, more like the underdelve exploration. eg, you arrive at the planet and it says "You found the combobulator! Turn it on? Y/N" If yes, it does its thing. If no, say that your crew dropped it on the way back to the ship, and you get a nonfunctional combobulator.

You could have several of those quests with the differing effects, but which look identical to the player.
  #72  
Old October 25th, 2007, 04:28 PM

Alphasite Alphasite is offline
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Default Re: Mod: Even Weirder Worlds *** Now 1.00

Quote:
Phlagm said:
How'd you like the combobulator? I was so sad when the THIF flag didn't work. My original intention was to make 4 or 5 of them, only one would load per game.
Well, since it didn't work I was a bit disappointed, but it was funny.
  #73  
Old October 25th, 2007, 04:31 PM

Alphasite Alphasite is offline
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Default Re: Mod: Even Weirder Worlds *** Now 1.00

I noticed in 1.01 you removed the Corrupted Tan Ru. I ran into them a couple of times. Each time I caught up with the first fleet at the Tan Ru homeworld and there were so many normal Tan Ru I didn't even have to fight them.

The second time I found the Core soon after they showed up, but the second time I didn't find them until quite a bit of time after they made it to Glory. Was a warning that they reached Glory supposed to be sent, and was there supposed to be a time limit before they converted Glory?
  #74  
Old October 25th, 2007, 05:26 PM

ExplorerBob ExplorerBob is offline
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Default Re: Mod: Even Weirder Worlds *** Now 1.01

In 1.00, I was using a pirate corvette, the Photosynthesis, and had two weapons -- I believe, the hydra missile launcher and the euachilid spike (the Cambrian rear-firing weapon).

When we decided to attack some Muktian fighters, those weapons didn't fire at all. What gives?

Also:
What with the Corrupted Tan Ru, the Yellow Kawangi ship doesn't seem all that intimidating in actual combat, but it can fly around blowing up stars on the main map. I think it'd be cool if it (and possibly the Prometheus station) were boosted, so as to make for more interesting battles, and to preserve their status as the ultimate threats in-game.
  #75  
Old October 25th, 2007, 05:29 PM

Phlagm Phlagm is offline
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Default Re: Mod: Even Weirder Worlds *** Now 1.01

I'm going to start working that quest from scratch for the third time. What should happen is this: It starts at the beginning, and the Corrupted move through converting planets to machine worlds. Then the Tan Ru send a shout out.

Here's where I face my first problem with that quest:
1) If I put the tan ru homeworld in the game, and they don't load as a possible race, then the homeworld will be completely without tan ru. If I do put a fleet there, then it's possible that the game will load them and put two at their homeworld, in which case, they'll have 3. Otherwise they'll have one.

2) I considered making this quest behave differently and only start when you encountered Tan Ru, but then I ran into issues with ability to make races neutral (or leave them neutral in this one instance and make them aggressive whenever this mainquest didn't load). Then it would be like an ultra-rare mainquest since you'd only get it when you both got a mainquest AND got tanru to load.

3) Unfortunately I ran into some issues with the quest that were completely illogical. I made sure I had all parameters initialized, but still it was giving me fits. I posted about how I changed one number and it made something completely unrelated work, but whenever I put that back, it would fail.

I'll go back and work on this some more. I've been fighting it for a while. Unfortunately, in trying to bend the rules a bit to keep the quests from all being identical, I seem to be finding ones that break.
  #76  
Old October 26th, 2007, 04:43 AM

Phlagm Phlagm is offline
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Default Re: Mod: Even Weirder Worlds *** Now 1.01

RE ExplorerBob: Hmm... I should make the hydra missile fire at small ships maybe. But lots of the larger slow weapons don't target fighters. So if you arm yourself with large-damage long-range missiles, you get shredded by little fighters.

I think the Kawangi may still be okay. It does, however, take two of them to break even in combat with the Megacluster. I should upgrade the station, though. You're right. And now that you mentioned that, I have an idea.
  #77  
Old October 27th, 2007, 05:57 AM

Caylin Caylin is offline
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Default Re: Mod: Even Weirder Worlds *** Now 1.01

Hi, I just downloaded this mod and its great, I think I may switch to it entirely over vanilla. My favorite thing about it is the amount of higher end equipment. The thing that bothered me about the vanilla game was it was really hard for me to make any other ship in my flotilla have any survivability because decent equipment was so hard to come by.

Also: I noticed a text overrun in the little popcorn looking thing, it was some sort of sludge beast I think. I don't remember the exact name, but in the text it said it was hard to capture but didn't' say what it did to you if you installed it.
  #78  
Old October 27th, 2007, 06:47 AM

Caylin Caylin is offline
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Default Re: Mod: Even Weirder Worlds *** Now 1.01

Also: I don't seem to see the stellar cannon firing, does it have extreme close range?
  #79  
Old October 27th, 2007, 10:37 AM

ExplorerBob ExplorerBob is offline
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Default Re: Mod: Even Weirder Worlds *** Now 1.01

Yeah, it is.

I get varying mileage with the stellar cannon; one time I used it and a nova cannon on my cloaking pirate corvette, and it worked beautifully for close-range combat. I prefer a PVC over both, though, when I can get one. The nova cannon does sweet damage, but it has a horrible range.

I rarely ever play vanilla WW nowadays; usually I load up Even Weirder Worlds, or Drives 'R Us when I'm in the mood for neptunium tridents.

One feature Drives had that I liked was the planet not having just alternate weapons; you could buy all kinds of higher-grade equipment there.

I'm always paranoid about Esmeralda stealing or destroying my high-end stuff, and wish there was a way to kill her or otherwise evade her with skill; perhaps even have the ability to chase her down and get back all the stuff she stole.

Anyhow, I'm rambling, so I'll submit this post right about now.
  #80  
Old October 27th, 2007, 11:28 AM

Caylin Caylin is offline
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Default Re: Mod: Even Weirder Worlds *** Now 1.01

The first game I played of this mod went down hill fast when I was tooling around with my flux shield, and esmerelda stole it. I was so pissed.

I prefer the PVC AND the nova cannon. I also like the the multi missile launcher, but I try to keep a mass driver or some other PD gun in my last slot. Is there a list of weapons somewhere I can look at even if it is for vanilla so I can see the stats, and most importantly tell what works as PD and what weapons won't target fighters?
 

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